forked from Misaki/GhostEngine
Added `InternalsVisibleTo` attribute for "Ghost.Graphics" and "Ghost.Editor" in `AssemblyInfo.cs`. Added a new `EngineAssemblyAttribute` in `EngineAssemblyAttribute.cs`. Added a reference to `Misaki.HighPerformance.Unsafe` in `Ghost.Core.csproj`. Added a new `Bounds` struct to represent axis-aligned bounding boxes in `Bounds.cs`. Added new `Color32` and `Color128` structs for color representation in `Color.cs`. Changed the namespace from `Ghost.Editor.Controls` to `Ghost.Editor.Core.Controls` in multiple files. Changed the implicit conversion operator in `ConstPtr<T>` to use a more descriptive parameter name in `ConstPtr.cs`. Changed the `Mesh` class to use `Color128` instead of `Color32` for color representation. Enhanced the `TypeCache` class to load types from assemblies marked with `EngineAssemblyAttribute`. Enhanced the `ProjectService` class to improve the `GetAllProjectAsync` method by filtering out bad projects. Enhanced the `GraphicsPipeline` class to support both DX12 and D3D12 graphics APIs. Enhanced the `Shader` class to include methods for compiling HLSL shaders and managing root signatures. Enhanced the `MeshRenderPass` class to utilize the new shader compilation methods. Refactored the `AppStateMachine` class to use private fields instead of static fields for state management. Refactored the `ComponentDataView` class to use the new namespace and improve organization. Refactored project references in `Ghost.Graphics.csproj` to include new dependencies and remove outdated ones. Made various adjustments to ensure consistency and improve code quality across multiple files.
56 lines
1.6 KiB
C#
56 lines
1.6 KiB
C#
using System.Numerics;
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using System.Runtime.CompilerServices;
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using System.Text;
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using Win32.Graphics.Dxgi.Common;
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namespace Ghost.Graphics.Data;
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public struct Vertex(Vector4 position, Vector4 normal, Vector4 tangent, Color128 color, Vector4 uv)
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{
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public unsafe struct Semantic
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{
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public const Format ALIGNED_FORMAT = Format.R32G32B32A32Float;
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private static readonly byte[] s_positionBytes = Encoding.UTF8.GetBytes("POSITION");
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private static readonly byte[] s_normalBytes = Encoding.UTF8.GetBytes("NORMAL");
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private static readonly byte[] s_tangentBytes = Encoding.UTF8.GetBytes("TANGENT");
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private static readonly byte[] s_colorBytes = Encoding.UTF8.GetBytes("COLOR");
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private static readonly byte[] s_uvBytes = Encoding.UTF8.GetBytes("UV");
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public static byte* PositionName => (byte*)Unsafe.AsPointer(ref s_positionBytes[0]);
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public static byte* NormalName => (byte*)Unsafe.AsPointer(ref s_normalBytes[0]);
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public static byte* TangentName => (byte*)Unsafe.AsPointer(ref s_tangentBytes[0]);
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public static byte* ColorName => (byte*)Unsafe.AsPointer(ref s_colorBytes[0]);
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public static byte* UVName => (byte*)Unsafe.AsPointer(ref s_uvBytes[0]);
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}
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public Vector4 Position
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{
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get;
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set;
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} = position;
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public Vector4 Normal
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{
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get;
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set;
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} = normal;
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public Vector4 Tangent
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{
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get;
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set;
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} = tangent;
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public Color128 Color
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{
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get;
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set;
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} = color;
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public Vector4 UV
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{
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get;
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set;
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} = uv;
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} |